analog extensions

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<onlyinclude>
 
<onlyinclude>
  
This section is available as of [[SomEx|1.1.1.6]].  
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This section is available since [[SomEx|1.1.1.6]].  
  
'''Caution: as of 1.1.1.8 it is recommended that this section not be present in the Ex.ini file so that everything will be figured automatically. Refer to [[#error_clearance]].'''
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'''Caution: as of 1.1.1.8 it is recommended that this section not be present in the Ex.ini file so that everything will be figured automatically. Refer to [[#error_clearance]]. That said, defaults assume human walking speeds. Refer to [[#error_impedance]] and [[#error_allowance]].'''
  
 
Extensions in this section fine tune so-called "analog" settings. This section does <u>not</u> pertain to computer mice and game controllers or analog input devices in other words. Sword of Moonlight itself is digital. It only has one speed. The analog extensions do not exceed this speed, however other extensions may adjust the speed itself independently.  
 
Extensions in this section fine tune so-called "analog" settings. This section does <u>not</u> pertain to computer mice and game controllers or analog input devices in other words. Sword of Moonlight itself is digital. It only has one speed. The analog extensions do not exceed this speed, however other extensions may adjust the speed itself independently.  
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Half speed is achieved by taking every other opportunity to take a step. Just as some 3rd party game controllers would pause and unpause a game quickly to create the illusion of playing in slow motion. Finally the picture the player sees is not the picture Sword of Moonlight has of itself. The Extension Library shows the player an analog picture. You can think of this picture like a dog on a leash.  
 
Half speed is achieved by taking every other opportunity to take a step. Just as some 3rd party game controllers would pause and unpause a game quickly to create the illusion of playing in slow motion. Finally the picture the player sees is not the picture Sword of Moonlight has of itself. The Extension Library shows the player an analog picture. You can think of this picture like a dog on a leash.  
  
====error_allowance====
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====error_allowance...====
{{Ex/inival|1.1.1.6|positive real numbers|takes a small fractional number in meters. Any deviation outside of this figure is accounted for. Any deviation inside of this figure is ignored for purposes of correcting for error. The default value is 0. If a means is ever found for automatically determining an ideal value this extension will be obsolete.  
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{{anchor|error_allowance}}
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{{Ex/inival|1.1.1.6|positive real numbers|takes a small fractional number in meters. Any deviation outside of this figure is accounted for. Any deviation inside of this figure is ignored for purposes of correcting for error. The default is 0.02 meters. If a means is ever found for automatically determining an ideal value this extension will be obsolete.  
  
 
The purpose of this extension is to counteract a small whiplash effect which sometimes occurs as a movement comes to a stop. Instead of a whiplash the movement will simply stop once the deviation is accounted for. Ideally you want to minimize the number while preventing the apparent whiplash. Neither condition is ideal.  
 
The purpose of this extension is to counteract a small whiplash effect which sometimes occurs as a movement comes to a stop. Instead of a whiplash the movement will simply stop once the deviation is accounted for. Ideally you want to minimize the number while preventing the apparent whiplash. Neither condition is ideal.  
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Values in the range of 0.01 and 0.02 are recommended. It may be possible to go lower or necessary to go higher dependent upon movement speeds and other factors. This extension applies to linear movements only. Refer to [[#error_allowance2]]|real}}
 
Values in the range of 0.01 and 0.02 are recommended. It may be possible to go lower or necessary to go higher dependent upon movement speeds and other factors. This extension applies to linear movements only. Refer to [[#error_allowance2]]|real}}
  
====error_allowance2====
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'''error_allowance2'''{{anchor|error_allowance2}}
{{Ex/inival|1.1.1.6|positive real numbers|takes a small fractional number in radians and applies to rotational movements only. Values in the neighborhood of 0.04, or about a couple degrees, is as good a place as any to start. Refer to [[#error_allowance]]|real}}
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{{Ex/inival|1.1.1.6|positive real numbers|takes a small fractional number in radians and applies to rotational movements only. Values in the neighborhood of 0.04, or about a couple degrees, is as good a place as any to start. The default is 0.04 radians. Refer to [[#error_allowance]]|real}}
  
 
====error_clearance====
 
====error_clearance====
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{{Ex/inival|1.1.1.6|positive real numbers|takes a fractional number in meters. Any deviation outside of this figure fully counteracts walking effects. You can determine this number using the F6 function overlay. Press perpendicularly against a square wall as far as you can and then allow the player character to come to a rest. Subtract the two positions from one another to arrive at an approximate value. The default value is an arbitrarily large number. If a means is ever found for automatically determining an ideal value this extension will be obsolete. This figure must be larger than [[#error_tolerance]]|real}}
 
{{Ex/inival|1.1.1.6|positive real numbers|takes a fractional number in meters. Any deviation outside of this figure fully counteracts walking effects. You can determine this number using the F6 function overlay. Press perpendicularly against a square wall as far as you can and then allow the player character to come to a rest. Subtract the two positions from one another to arrive at an approximate value. The default value is an arbitrarily large number. If a means is ever found for automatically determining an ideal value this extension will be obsolete. This figure must be larger than [[#error_tolerance]]|real}}
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====error_impedance...====
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{{anchor|error_impedance}}
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{{Ex/inival|1.1.1.8|positive real numbers|corrects for error. The default is 8. Error is introduced when the player character's movement from point A to point B is obstructed by an obstacle. The error is the difference between where the player character is and where they would be if not for the obstacle. In other words, correction prevents the character from getting away, in a graduated way.
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The greater the impedance the more quickly the correction will kick in and vice versa. The separation at the limits of the correction is a function of [[#player_character_shape...|#player_character_shape]] and the dimensions of the game's picture as if shot by a virtual camera lens and projected onto the player's video display.
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At extreme walking speeds the leaning, or push, into obstacles can appear unnatural or glitched. If so, adjusting this figure may be of help. This extension applies to linear movements only. Refer to [[#error_impedance2]]|real}}
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'''error_impedance2'''
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{{anchor|error_impedance2}}
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{{Ex/inival|1.1.1.8|positive real numbers|corrects for error in rotational movement. The default is 4. You want some error to make motion graduated. Higher numbers result in quicker error correction, and vice versa. There is always a small amount of error present, however for rotation, what correction boils down to, is how quickly the view bounces back when automatically centered or pushed beyond [[#player_character_nod...|#player_character_nod]]. Refer to [[#error_impedance]]|real}}
  
 
====error_parachute====
 
====error_parachute====

Latest revision as of 20:10, 21 September 2015


This section is available since 1.1.1.6.

Caution: as of 1.1.1.8 it is recommended that this section not be present in the Ex.ini file so that everything will be figured automatically. Refer to #error_clearance. That said, defaults assume human walking speeds. Refer to #error_impedance and #error_allowance.

Extensions in this section fine tune so-called "analog" settings. This section does not pertain to computer mice and game controllers or analog input devices in other words. Sword of Moonlight itself is digital. It only has one speed. The analog extensions do not exceed this speed, however other extensions may adjust the speed itself independently.

Half speed is achieved by taking every other opportunity to take a step. Just as some 3rd party game controllers would pause and unpause a game quickly to create the illusion of playing in slow motion. Finally the picture the player sees is not the picture Sword of Moonlight has of itself. The Extension Library shows the player an analog picture. You can think of this picture like a dog on a leash.

error_allowance...[edit]

Introduced around 1.1.1.6, this extension takes a small fractional number in meters. Any deviation outside of this figure is accounted for. Any deviation inside of this figure is ignored for purposes of correcting for error. The default is 0.02 meters. If a means is ever found for automatically determining an ideal value this extension will be obsolete.

The purpose of this extension is to counteract a small whiplash effect which sometimes occurs as a movement comes to a stop. Instead of a whiplash the movement will simply stop once the deviation is accounted for. Ideally you want to minimize the number while preventing the apparent whiplash. Neither condition is ideal.

Values in the range of 0.01 and 0.02 are recommended. It may be possible to go lower or necessary to go higher dependent upon movement speeds and other factors. This extension applies to linear movements only. Refer to #error_allowance2. Values are limited to positive real numbers.[#]

error_allowance2 Introduced around 1.1.1.6, this extension takes a small fractional number in radians and applies to rotational movements only. Values in the neighborhood of 0.04, or about a couple degrees, is as good a place as any to start. The default is 0.04 radians. Refer to #error_allowance. Values are limited to positive real numbers.[#]

error_clearance[edit]

Caution: as of 1.1.1.8 it is recommended that this extension not be set, or set to 0, so that it is automatically figured based on the walking speed.

Introduced around 1.1.1.6, this extension takes a fractional number in meters. Any deviation outside of this figure fully counteracts walking effects. You can determine this number using the F6 function overlay. Press perpendicularly against a square wall as far as you can and then allow the player character to come to a rest. Subtract the two positions from one another to arrive at an approximate value. The default value is an arbitrarily large number. If a means is ever found for automatically determining an ideal value this extension will be obsolete. This figure must be larger than #error_tolerance. Values are limited to positive real numbers.[#]

error_impedance...[edit]

Introduced around 1.1.1.8, this extension corrects for error. The default is 8. Error is introduced when the player character's movement from point A to point B is obstructed by an obstacle. The error is the difference between where the player character is and where they would be if not for the obstacle. In other words, correction prevents the character from getting away, in a graduated way.

The greater the impedance the more quickly the correction will kick in and vice versa. The separation at the limits of the correction is a function of #player_character_shape and the dimensions of the game's picture as if shot by a virtual camera lens and projected onto the player's video display.

At extreme walking speeds the leaning, or push, into obstacles can appear unnatural or glitched. If so, adjusting this figure may be of help. This extension applies to linear movements only. Refer to #error_impedance2. Values are limited to positive real numbers.[#]

error_impedance2 Introduced around 1.1.1.8, this extension corrects for error in rotational movement. The default is 4. You want some error to make motion graduated. Higher numbers result in quicker error correction, and vice versa. There is always a small amount of error present, however for rotation, what correction boils down to, is how quickly the view bounces back when automatically centered or pushed beyond #player_character_nod. Refer to #error_impedance. Values are limited to positive real numbers.[#]

error_parachute[edit]

Introduced around 1.1.1.6, this extension takes a fractional number in meters to be subtracted from the vertical component of the error calculation. The default value is 0. Larger values help to sustain the walking effects per #error_clearance when scaling an incline; especially while dashing.

Note that it is desirable for walking effects to be affected by inclines to some degree. Very small values result in the player character sliding down (and up) slopes (as if falling) while moving at high speeds. Values are limited to positive real numbers.[#]

error_tolerance[edit]

Caution: as of 1.1.1.8 it is recommended that this extension not be set, or set to 0, so that it is automatically figured based on the walking speed.

Introduced around 1.1.1.6, this extension takes a fractional number in meters. Any deviation outside of this figure begins to gradually counteract walking effects. This figure must be smaller than #error_clearance but not so low that moving about freely interferes with the walking effects. Half is as good a place as any to start. The default value is an arbitrarily large number. If a means is ever found for automatically determining an ideal value this extension will be obsolete. Values are limited to positive real numbers.[#]